Video Tutorials
Interface
Essentials
Advanced
How To
UnigineEditor
Interface Overview
Assets Workflow
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Lighting
Landscape Tool
Sandworm
Using Editor Tools for Specific Tasks
Extending Editor Functionality
Built-in Node Types
Objects
Effects
Decals
Light Sources
Geodetics
World Objects
Sound Objects
Pathfinding Objects
Players
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
UnigineScript
C++
C#
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine Tools
GUI
Double Precision Coordinates
API
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
Content Creation
Content Optimization
Materials
Art Samples
Tutorials

Node

A node is a generic entity representing any object that is presented in the world and specifically positioned and oriented. The node is created and stored in the world hierarchy. All changes made to the node are saved in the .world file. You can also export any subset of the world hierarchy (a node or a hierarchy of nodes) to an external .node asset and then import it into the world when necessary or create a reference to it. However, all changes made for the original node via UnigineEditor will still be saved into the .world file.

See Also#

  • The Node class to edit nodes via API

Creating a New Node#

To create a new node via UnigineEditor, click Create on the Menu bar, choose a required node type and add it to the scene. The new node will appear in the World Nodes list. For example, you can add a static mesh which will be a node in terms of Unigine:

Creating a new node

Editing a Node#

The node can be edited via the Parameters window of UnigineEditor. All nodes have common settings which are presented in the Node tab. Also each node has special settings, which vary depending on the type of the node.

Editing the node also includes editing materials and properties assigned to the node.

Importing a Node#

Besides creating a new node, you can import the existing node which was previously exported into an external .node file.

To import the content of a .node asset into the current world, click Create -> Node -> Reference Contents. In the Select Node dialog window that opens, choose the required .node asset.

You can also do it by means of the Asset Browser.

Notice
Once imported, the node content isn't linked to the source .node file anymore. So, if you edit the imported node via UnigineEditor, changes will be saved only in the .world file.

Deleting a Node#

To delete a node from the world, select it and press Delete. The node will be removed from the .world file after saving the world via UnigineEditor.

Notice
Deleting the node doesn't affect the .node file.
Last update: 2021-03-05